<?xml version="1.0" encoding="utf-8"?>
<Defs>

	<DamageDef>
		<defName>Void_Bomb</defName>
		<label>The void</label>
		<workerClass>DamageWorker_AddInjury</workerClass>
		<externalViolence>true</externalViolence>
		<isExplosive>true</isExplosive>
		<deathMessage>{0} is consumed by the void.</deathMessage>
		<hediff>Shredded</hediff>
		<hediffSolid>Crack</hediffSolid>
		<harmAllLayersUntilOutside>true</harmAllLayersUntilOutside>
		<canUseDeflectMetalEffect>false</canUseDeflectMetalEffect>
		<armorCategory>Blunt</armorCategory>
		<minDamageToFragment>15</minDamageToFragment>
		<defaultDamage>36</defaultDamage>
		<defaultStoppingPower>2.0</defaultStoppingPower>
		<defaultArmorPenetration>90</defaultArmorPenetration>
		<buildingDamageFactor>4</buildingDamageFactor>
		<plantDamageFactor>4</plantDamageFactor>
		<explosionAffectOutsidePartsOnly>false</explosionAffectOutsidePartsOnly>
		<explosionHeatEnergyPerCell>1</explosionHeatEnergyPerCell>
		<explosionCellFleck>Mote_VoidExplosion</explosionCellFleck>
		<explosionColorCenter>(1, 0.5, 0.3)</explosionColorCenter>
		<explosionColorEdge>(0.6, 0.5, 0.4)</explosionColorEdge>
		<soundExplosion>Explosion_Bomb</soundExplosion>
		<combatLogRules>Damage_Bomb</combatLogRules>
	</DamageDef>

	<DamageDef>
		<defName>Void_Arururu</defName>
		<label>Molten</label>
		<workerClass>DamageWorker_AddInjury</workerClass>
		<externalViolence>true</externalViolence>
		<isExplosive>true</isExplosive>
		<deathMessage>{0} is moltened.</deathMessage>
		<hediff>Shredded</hediff>
		<hediffSolid>Crack</hediffSolid>
		<harmAllLayersUntilOutside>true</harmAllLayersUntilOutside>
		<canUseDeflectMetalEffect>false</canUseDeflectMetalEffect>
		<armorCategory>Blunt</armorCategory>
		<minDamageToFragment>15</minDamageToFragment>
		<defaultDamage>58</defaultDamage>
		<defaultStoppingPower>3.0</defaultStoppingPower>
		<defaultArmorPenetration>140</defaultArmorPenetration>
		<buildingDamageFactor>4</buildingDamageFactor>
		<plantDamageFactor>4</plantDamageFactor>
		<explosionAffectOutsidePartsOnly>false</explosionAffectOutsidePartsOnly>
		<explosionHeatEnergyPerCell>1</explosionHeatEnergyPerCell>
		<explosionCellFleck>Mote_StarExplosion</explosionCellFleck>
		<explosionColorCenter>(1, 0.5, 0.3)</explosionColorCenter>
		<explosionColorEdge>(0.6, 0.5, 0.4)</explosionColorEdge>
		<soundExplosion>Explosion_Bomb</soundExplosion>
		<combatLogRules>Damage_Bomb</combatLogRules>
	</DamageDef>

	<DamageDef>
		<defName>Void_Molten</defName>
		<label>Molten</label>
		<workerClass>DamageWorker_AddInjury</workerClass>
		<externalViolence>true</externalViolence>
		<isExplosive>true</isExplosive>
		<deathMessage>{0} is moltened.</deathMessage>
		<hediff>Shredded</hediff>
		<hediffSolid>Crack</hediffSolid>
		<harmAllLayersUntilOutside>true</harmAllLayersUntilOutside>
		<canUseDeflectMetalEffect>false</canUseDeflectMetalEffect>
		<armorCategory>Blunt</armorCategory>
		<minDamageToFragment>15</minDamageToFragment>
		<defaultDamage>40</defaultDamage>
		<defaultStoppingPower>3.0</defaultStoppingPower>
		<defaultArmorPenetration>140</defaultArmorPenetration>
		<buildingDamageFactor>4</buildingDamageFactor>
		<plantDamageFactor>4</plantDamageFactor>
		<explosionAffectOutsidePartsOnly>false</explosionAffectOutsidePartsOnly>
		<explosionHeatEnergyPerCell>1</explosionHeatEnergyPerCell>
		<explosionCellFleck>Mote_MoltenExplosion</explosionCellFleck>
		<explosionColorCenter>(1, 0.5, 0.3)</explosionColorCenter>
		<explosionColorEdge>(0.6, 0.5, 0.4)</explosionColorEdge>
		<soundExplosion>Explosion_Bomb</soundExplosion>
		<combatLogRules>Damage_Bomb</combatLogRules>
	</DamageDef>

</Defs>